• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

[USA] [7.4] Dura - A Harder Tibia | Massively Customized | New Meta | Long Term | Regular Updates | Never Reset | For Skilled Players

Server Website/AAC
https://dura-online.com/
Server Address
dura-online.com
Server Port
7171
Client Protocol
7.4

Season of Fire

The Men of the East cannot remember a summer so unmercifully hot. The sun blazes, turning the ground into a furnace. Every step kicks up dust from the dry, cracked earth. Streams dry up, the air thick with the smell of hot dirt and scorched grass.

Fire creatures thrive in this inferno. Dragons, phoenixes, and elementals of fire grow stronger, their flames more intense. They roam the land, mountain, and cave -- their power magnified by the scorching sun; dry in the south and humid in the north. The heat goads them into aggression, and the land burns under their footsteps.

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The event, Season of Fire, will occur from Friday July 19th Server Save to Tuesday July 23rd Server Save.
  • During this event all fire damage that is dealt from monsters to players is increased by 15%.
  • During this event all fire damage that is dealt by players to monsters is increased by 15%.
  • Player fire damage will not increase against other players.
  • Monsters whose core elemental identity is fire will reward bonus experience and loot.
  • An example would be a Fire Devil, Minotaur Mage, Dragon, and Efreet.
  • Bonus experience for the above will be 7%.
  • Bonus loot for the above will be 7%.
To Burning,
Dura Staff
 

Waning of Valor

In the depths of the world, where shadows breathe and nightmares lurk, the impossible awaits—or so the timid echo.

In the ancient times men with little to live for would strike out with laughter against their doom, the last ride into the maw of evil. But now many a richly clad and perfumed 'hero'—they call themselves—sit fat fat and bored in their great houses and halls, dishonoring their name with their complacency and safety. Though these new heroes live longer, prosper better, and have more gold to look in on before they slumber their forefathers lived better, with their eyes wide, roared louder each day, and had more stories to tell before laying down to their straw beds.

It is time of misers and counters; foregone is the era where man's treasure was the swell of blood in their veins and the thrill of challenge--the greatest head of foe beneath his foot and goblet at his chin while regaling his raucous fellows left undead from the field of battle. Now is the bureaucrat and the competing princes, the little hearts with big mounds by small victories.

Before all sit feats improbable and daunting. Few meet them. But victorious in these feats is he whose name goes down into legend, while those never riding towards them are paupers to history.

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The event, Waning of Valor, will occur from Friday July 26th Server Save to Tuesday July 30th Server Save.
  • During the event maximal Heroism will go from 200% to 250%.
  • This will also affect all Heroism, as it tapers downward.
Be more,
Dura Staff
 
Map Changes

u Spot in Khepresh allowing little counterplay fixed.
u Spot in Caves of the Forty allowing little counterplay fixed.
u A levitate spot in the Shrine of Theristrut has been removed.
u Spot in the Kha'zeel mountains where you couldn't throw a bag on a stair has been fixed.
u Ruinous Pyramid House in Reclaimed Ankrahmun has had it's size slightly reduced.
u Various signs/gravestones/scrolls have had lore added to them in the city of Reclaimed Ankrahmun.
u An Experience Quest in the Northern Dragon Caves of The Kha'zeel, which we fear no one has found, has been made a little bit more clear.

u Map, edron rotworm caves had spawns changed. If you live in Edron make sure to explore them regardless of level.
u Various other Map Changes have been made.

Regards,
Dura Staff
 

Stave a Life


Elric's adventures didn't end with the tome. With his new knowledge, he set out to create something truly magical and the first thing that came into his head was the wonder orchards gave him as a boy. He would spend all night out there on the outskirts of his village just looking up at the sky.

And so he said --'An enchanted orchard, that's it! So upon the first village he came across he sputtled a few enchantments and out of the night sky rained down all sorts of dripping lights like rain from the stars. Each tree suddenly bore fruit imbued with extraordinary properties, capable of healing ailments, granting bursts of energy, or even extending one's lifespan by a few precious years.

Word of the enchanted orchard spread quickly, attracting visitors from far and wide. People came seeking the miraculous fruits, and Elric, always the cheery unpredictable fellow he was had already moved on to plant more seeds of life giving magic.


-- Elric and the Enchanted Orchard

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During Stave a Life every day (server save) upon dying, meaning reaching 0 Health Points you will be spared by the magic of Elric and not die. Instead of dying you will recover your full health points. This can only happen once per day. If you reach 0 Health Points a second time in a day Elric's magic will not spare you and you will die. You will be notified with a magical green shimmer as well as a message you would have died but instead did not. This applies for each character.

Certain Quests will not be available during this event, these include the following:

  • Annihilator Quest
  • Demon Helmet Quest
  • Vampire Shield Quest
  • Behemoth Quest
  • Shathur Dungeon (Abyss) Quest
  • Pharaoh's Weapons Quest
  • Mastermind Shield Quest
  • Bow of Theristrut Quest
  • Banshee Quest
  • Fire Axe
  • Demona
  • Desert Dungeon II
  • Strapped Sandals
  • Orc Fortress
  • Medusa Shield
  • Naginata
  • Black Knight Villa
  • And more
Stave a Life will begin Friday the 2nd of August at 11:00 EST Server Save.
Stave a Life will end Friday the 9th of August at 11:00 EST Server Save.

Be Brave, Elric's got your back,
Dura Staff
 
Creature & Spell Changes

u Thaian Orc Peninsula, Orc Shaman moved
u Various spawntime changes throughout map,
u Giant Spider at blood herb spawn will spawn faster
u Slime Oozes will no longer self-paralyze or self-root themselves
u A bug with Elite Spell: Smoke Field Beam - double stacking when cast by monster has been fixed
u One of the Forty has had it's spell effect changed from a 'teleport' to 'smoke'

u Poison Storm, the spell, fixed
u Mass Healing, the spell, fixed
u Elemental Waves (spells) have had their mana-cost increased.
  • This represents a nerf for the player.
  • The mana-cost increase is not identical to Great Elemental Beams.
  • It's more nuanced than simply 'mana-cost was raised for the spell uniformly' but those nuances are for the player to figure out.
  • It is likely this is not the last time this spell will be reviewed and altered, it is likely it's mana-cost is still too cheap.
u Great Elemental Beams (spells) have had their mana-cost increased.
  • This represents a nerf for the player.
  • The mana-cost increase is not identical to Elemental Waves.
  • It's more nuanced than simply 'mana-cost was raised for the spell uniformly' but those nuances are for the player to figure out.
  • It is likely this is not the last time this spell will be reviewed and altered, it is likely it's mana-cost is still too cheap.

Regards,
Dura Staff
 
Bug Fixes


u
A bug with a Dromedary has been fixed.
u Spellbook updated to include variable and custom mana costs.
u An issue with doors in houses has been fixed.
u Subowners of houses are now able to edit door rights.
u Splashes, Pools, or Puddles appearing on top of Items has been fixed.
u Fixed monsters being able to push/move items that are not meant to be pushed.
u There was a bug where someone could not move a hangable in a house in certain locations, this has been fixed.
u Fixed destroy field rune, so that it will now on use clear all fields on selected square regardless if there are items on top.
u Crystal Arrow, Item, can no longer be equipped in the hand slot.
u There was a bug where temporal map changes, world changes, or 'swings' would ignore players when spawning monsters, this has been fixed.
u There was a bug with summons being killed by temporal map changes, when they occur, this has been fixed.
u Fixed several monster spells that would cause bugs and desync for gameplay.
u Potentially Bertrand Questline fixed, will update as we know more
u A bug with buying bolts, and other types of item, disallowing you to buy beyond max-count 100 has been fixed.
u A cosmetic bug with the selling of many items to an NPC has been fixed.

Regards,
Dura Staff
 
Townhall about Dura's Second Server and Future of the First Server

  • There will be a townhall today on Friday August 16th at 15:00 EST (four hours after Server Save) about Dura's Second Server that will release soon. The foremost topic of this townhall will be how this Second Server will affect Dura's 1st Server, known as 'Dura', and then secondarily look to briefly cover the Second Server itself.
  • The townhall will primarily be the Staff speaking and laying out all the relevant information. Accompanied with this, at the townhall's beginning, an agenda in text will be published, which can be used to both follow along, but also can be read on it's own without attending to get a snapshot of the subject matter and what you can expect. Chronologically the Staff will speak on the effects (essentially none but positive) the Second Server will have on 'Dura', then will speak briefly on the Second Server itself, and then for a time it will be opened for questions by the participants which the Staff will answer.
  • The townhall will take place inside Dura Discord.

Specifics we want to tell you now, and which will be covered in more detail in the Townhall itself:

  • 'Dura', the first server will never reset.
  • 'Dura', the first server will never be merged with any possible server that has a different game set or rule set; therefore definitely not this server.
  • 'Dura', the first server will always maintain essentially the rule set it has now.
  • 'Dura', the first server will never become pay to win.
  • We have every confidence that the Second Server will guarantee an increase for 'Dura', the first server's, health, activity, and player population.
  • Dura's Second Server is in no way tied to other Goals and Systems we are working on. Ank II, our update, along with things like Item Mechanics and Sophisticated Ambush and the others mentioned in the recent ⁠dev-blog are not delaying or controlling Dura's Second Server timeline while the Second Server is not delaying or controlling their timeline. Both are independent to each other, as they are worked on by different teams. For example it is still unknown which will come out first: the Second Server or Ankrahmun II the Update.

Regards,
Dura Staff
 
i dont get it why old server couldnt be merged if we all know there was op stuff abused (and later nerfed on it) ppl abused multiple bugs during old era and new era would be probably characters with 90-100 skills 150lvls after few months of gameplay while old server have ppl with 200 skills XD
 
Townhall about Dura's Second Server and Future of the First Server

  • There will be a townhall today on Friday August 16th at 15:00 EST (four hours after Server Save) about Dura's Second Server that will release soon. The foremost topic of this townhall will be how this Second Server will affect Dura's 1st Server, known as 'Dura', and then secondarily look to briefly cover the Second Server itself.
  • The townhall will primarily be the Staff speaking and laying out all the relevant information. Accompanied with this, at the townhall's beginning, an agenda in text will be published, which can be used to both follow along, but also can be read on it's own without attending to get a snapshot of the subject matter and what you can expect. Chronologically the Staff will speak on the effects (essentially none but positive) the Second Server will have on 'Dura', then will speak briefly on the Second Server itself, and then for a time it will be opened for questions by the participants which the Staff will answer.
  • The townhall will take place inside Dura Discord.

Specifics we want to tell you now, and which will be covered in more detail in the Townhall itself:

  • 'Dura', the first server will never reset.
  • 'Dura', the first server will never be merged with any possible server that has a different game set or rule set; therefore definitely not this server.
  • 'Dura', the first server will always maintain essentially the rule set it has now.
  • 'Dura', the first server will never become pay to win.
  • We have every confidence that the Second Server will guarantee an increase for 'Dura', the first server's, health, activity, and player population.
  • Dura's Second Server is in no way tied to other Goals and Systems we are working on. Ank II, our update, along with things like Item Mechanics and Sophisticated Ambush and the others mentioned in the recent ⁠dev-blog are not delaying or controlling Dura's Second Server timeline while the Second Server is not delaying or controlling their timeline. Both are independent to each other, as they are worked on by different teams. For example it is still unknown which will come out first: the Second Server or Ankrahmun II the Update.

Regards,
Dura Staff
Wow you are finally coming to EU?
 

Unknown Strength

Faith is as mysterious as it is powerful. The warrior monks of this abbey when it was first christened made pilgrimage (that is crusade) against many a city. On the eve of each battle they would pray and abstain from all nourishment but water. There are stories where a single blow to the head of those who stepped to challenge these monks would break it as if it were an apple. If we give ourselves up to god, up to our own spirit, if we settle our mind with our body as one united and pure then often our bodies deliver us strength we did not know we had.

[from an ancient text in the library catacombs of the Abbey Darudin]

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During Unknown Strength all melee and distance attacks, as well as all runes and all spells which deal damage as well as heal health points can critically strike. When these attacks and abilities critically strike they will have double the power they normally would. All attacks and abilities that deal damage apply in PvE situations, but they do not apply in PvP situations.

Unknown Strength will begin Saturday 17th of August at 11:00 EST Server Save.
Unknown Strength will end Wednesday the 21st of August at 11:00 EST Server Save.

Strength be yours,
Dura Staff
 
Client Changes

u
Seeing underground floors. Meaning when you look many floors down underground you will now see what's there and not see 'black-space'.
u Hovering over health/mana bar will now show current and maximum health/mana as it did on the old client.
u Fixed "Stop Attacking" option not working when choosing it on a creature's context menu.
u Graphics have been updated, make sure you restart your client so your Graphics update.

u The 'UH Trap' mechanic has been essentially deactivated in Dura.
  • Meaning when you are on a stack of creatures and/or players if you use a healing rune, mana fluid, or life fluid -- regardless of where you are on the stack you will use it on yourself successfully.
  • We feel confident this was always a bug when in existed in 7.2 Tibia and we feel it offers nothing in the game but some nostalgia and a 'unique' mechanic.
  • The reality is it allows for no counterplay in many situations and is fundamentally unhealthy for such a game.
    • For clarity if you were to use a UH rune on the stack it would not heal all present on the stack, only you and the last-or-first person on the stack depending if you took an up or down stair (just as it has always been in Dura).

Regards,
Dura Staff
 
Client Changes

u
Seeing underground floors. Meaning when you look many floors down underground you will now see what's there and not see 'black-space'.
u Hovering over health/mana bar will now show current and maximum health/mana as it did on the old client.
u Fixed "Stop Attacking" option not working when choosing it on a creature's context menu.
u Graphics have been updated, make sure you restart your client so your Graphics update.

u The 'UH Trap' mechanic has been essentially deactivated in Dura.
  • Meaning when you are on a stack of creatures and/or players if you use a healing rune, mana fluid, or life fluid -- regardless of where you are on the stack you will use it on yourself successfully.
  • We feel confident this was always a bug when in existed in 7.2 Tibia and we feel it offers nothing in the game but some nostalgia and a 'unique' mechanic.
  • The reality is it allows for no counterplay in many situations and is fundamentally unhealthy for such a game.
    • For clarity if you were to use a UH rune on the stack it would not heal all present on the stack, only you and the last-or-first person on the stack depending if you took an up or down stair (just as it has always been in Dura).

Regards,
Dura Staff
crazy to remove such a pvp feature this is what makes the game fun and more risky the traps the unknown the ability to kill. just run non pvp server already.
 
crazy to remove such a pvp feature this is what makes the game fun and more risky the traps the unknown the ability to kill. just run non pvp server already.
Soyboy version of Tibia. Soft pink clouds on this server everywhere incase anyone would get hurt :(
Maybe they should stay in US after all. I'm exaggerating a bit but jesus stop with this bs and keep the dangers and uniqueness the old school game.
 
Soyboy version of Tibia. Soft pink clouds on this server everywhere incase anyone would get hurt :(
Maybe they should stay in US after all. I'm exaggerating a bit but jesus stop with this bs and keep the dangers and uniqueness the old school game.
no uh trap
No Way Beer GIF by Busch

100 priestess in some random cave
Monkey Dancing GIF
 

Toughness


With it too late in the year to begin any campaigns Harkath Bloodblade, the old General, has instructed his veteran soldiers to start training new recruits in the art of combat. The veterans begin with defensive stances and tactics that will keep a man alive long enough so he may use his sword.

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The event, Toughness, will occur from Friday August 30th Server Save to Tuesday September 3rd Server Save.
  • During this event all damage that players receive is reduced by 15%.
  • During this event all damage that players deal to monsters is decreased by 3%.

May your foes blades be dull,
Dura Staff
 
Bug Fixes & Changes

u
Many more creatures in Dura will now drop Spell Wands.
u Some more creatures in Dura will now drop Oil Soaked Torches.
u There was a bug with Spell Wands and how their duration ticks down too fast. This has been fixed.

u There was a bug with a stone in Edron Demons that has been fixed. It only caused players to be trapped, it has nothing to do with lore or quests.
u There was a bug with Red Skull functioning properly, this has been fixed.
u Various bugs in the map have been fixed.
u Various miscellaneous bugs have been fixed

Regards,
Dura Staff
 

Beasts of Old Age

As the last rays of sun fall back behind jagged peaks, a deep, ancient stillness grips the land. The once tranquil valleys tremble, not with fear, but with the weight of the land's ancestors. From shadowed dens and forgotten caves, they emerge — hulking titans of a bygone era, their gnarled hides thick with the stories of centuries past. Time itself seems to bend under foot as these beasts reclaim their ancestral domains. In their eyes swill the knowledge of ages, their roars mistaken for clashes of storm and thunder.

The Beasts of Old Age have awoken — their time has come again.


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From Thursday September 12th to Monday September 16th the event Beasts of Old Age will be active. During that time normal, that is non-raid, non-ambush, non-elite, and non-party creatures will behave very differently. They will have 300% Health and equivalent Experience and Loot. However they will also spawn much slower.

To Age,
Dura Staff
 

Updated Ambush System


The System's Release

We've spoken about this being built many times before and today we're finally launching it: Dura's new Ambush System. It's an entirely new approach to ambushes. Therefore many, if not all, of the old ambushes are not being removed or even changed. Instead there has been near a thousand ambushes added across the map with this initial release.

To get this system itself right it took a great deal of effort, it is where the bulk of our time went concerning this system thusfar, therefore not everywhere in the map will yet have this system (meaning some areas will have it more than others.) As we go forward we will look to increase the coverage of this system throughout the entire gameworld, including new updates, but for now we feel there is more than enough with this current release.

The other reason we want to release the system now and not wait any longer is because we want to see how it starts to integrate within the game. Based on your feedback and our observation we're looking to improve the system starting right away. Improve it through first adjusting the current ambushes we release today, getting them just right, but even moreso by improving our understanding in design for future ambushes as we go forward.

Ambush System, What to Expect

Internally this system has been called the Sophisticated Ambush System. We want to reiterate now what we have said in the past, it is:
  • Extremely Unpredictable
  • Extremely Variable
  • Extremely Complex
  • And Extremely Deadly
The hope, and it's a confident one, is that it will therefore be extremely fun. It's very hard for words to represent what this system will do for Dura. Therefore we're not going to try, you will find out as you play.

Regards,
Dura Staff
 

Updated Ambush System


The System's Release

We've spoken about this being built many times before and today we're finally launching it: Dura's new Ambush System. It's an entirely new approach to ambushes. Therefore many, if not all, of the old ambushes are not being removed or even changed. Instead there has been near a thousand ambushes added across the map with this initial release.

To get this system itself right it took a great deal of effort, it is where the bulk of our time went concerning this system thusfar, therefore not everywhere in the map will yet have this system (meaning some areas will have it more than others.) As we go forward we will look to increase the coverage of this system throughout the entire gameworld, including new updates, but for now we feel there is more than enough with this current release.

The other reason we want to release the system now and not wait any longer is because we want to see how it starts to integrate within the game. Based on your feedback and our observation we're looking to improve the system starting right away. Improve it through first adjusting the current ambushes we release today, getting them just right, but even moreso by improving our understanding in design for future ambushes as we go forward.

Ambush System, What to Expect

Internally this system has been called the Sophisticated Ambush System. We want to reiterate now what we have said in the past, it is:
  • Extremely Unpredictable
  • Extremely Variable
  • Extremely Complex
  • And Extremely Deadly
The hope, and it's a confident one, is that it will therefore be extremely fun. It's very hard for words to represent what this system will do for Dura. Therefore we're not going to try, you will find out as you play.

Regards,
Dura Staff
In principal I like the idea of an ambush system. But I think it should not sign the dead warrant of players most of the time, sure for an unprepared adventurer, that's fine.

But if somebody is prepared for X type of hunt, if they are just barely able to hunt there, then sure. Let an ambush kill the player. But there should not be ambushes which are 2-3x the expected player strength in the area to defeat.

Orc Fortress is a nice example of a "good" ratio in terms of hunting ground difficulty : ambush difficulty.
For players to get to the throne room they have to beat a difficult pack of monsters on the ladder beforehand.
 
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